It's a card that you build around, and that deck is going to be expensive. It is also one that will misfire a lot. (ooo! I got a free Cairne!.... shit they got a free Ragnaros).
It's a deck that could be great for the lol's but if you don't have the cards for it and the gimmick deck doesn't interest you I would say there's a lot better uses for 100 dust out there.
I added two of them to a deck with Deathwing and Kel'Thuzad just to see if it gave me an advantage. Much to my surprise, the first time I played it, I managed to get Deathwing out on turn 4. In truth the freeze mage kept him at bay, but it took all her efforts to which let me build up a large army of other units in the meantime.
But yeah, having tried it and gotten it to work once for fun, I think that may be the end of that already...
The second time I played it, the priest Faceless Manipulator ed it, pumped it with a few shield, and I did not have enough damage or a Hex to remove it...
I love this card. Check out Kripp's use of it. And like someone mentioned, it's the kind of thing that will only find more uses as more cards are released. But yeah, you may just rather have the dust at this point.
Actually is kind of useless but it has a lot of potential for a combo deck in the future (like the Malygos OTK deck, but i think that with more expansions you can create one more consistent)
I don't think this card is as "lets roll the dice" type of card as everyone points out. It's more about cheating to get a creature that is a "win the game" type of card, that it doesn't matter what your opponent has dropped. For that case, you don't care if your opponent summons a ragnaros if you summon malygos and finish your opponent with spells on the same turn. Only malganis could save your opponent.
Or maybe you can just try it with Al'akir but that kinda requires you to have an earthshock in case opponent summons a taunt.
Of course I'm assuming you build a deck with very few minions and a lot of spells. Otherwise you can't summon the creature you want.
It is a good card. If such a deck is not really strong, then it's not because this particular card is bad. It's because the deck itself isn't that strong at the moment, or isn't suited for meta.
I don't think this card is as "lets roll the dice" type of card as everyone points out. It's more about cheating to get a creature that is a "win the game" type of card, that it doesn't matter what your opponent has dropped. For that case, you don't care if your opponent summons a ragnaros if you summon malygos and finish your opponent with spells on the same turn. Only malganis could save your opponent.
Or maybe you can just try it with Al'akir but that kinda requires you to have an earthshock in case opponent summons a taunt.
Of course I'm assuming you build a deck with very few minions and a lot of spells. Otherwise you can't summon the creature you want.
It is a good card. If such a deck is not really strong, then it's not because this particular card is bad. It's because the deck itself isn't that strong at the moment, or isn't suited for meta.
This is really well said. I have a deck with many huge late game minions (mostly legendary), plus two Far Sights. I almost never use this card as a roll the dice mechanism. No way. It is way more powerful than that. Sure, there is some random element, but you have a ton of control in slanting the odds in your favor. Here are a few of the ways I have used it to effect: (will post deck below)
1. I had an already-on-board 4/2 Azure Drake, and a flametongue totem and Al'Akir in hand, plus spells. I had a 3 mana Hex and a 0 mana Hex (from Far Sight). He dropped Alexestra the turn before, so that 8/8 was on board and brought my HP to 15. I dropped the flametongue to get it out of my hand, then the Ancestral call, bringing the Al Akir right next to the flametongue (5/5 winfury with shield). It brought in the warrior's Rag. I Hexed them both. Mana cost was 2+4+3+0. That's the power of both AC and Far Sight.
2. Against a mech mage, reached turn 7 and barely kept up. I have to admit it was not a great situation for me. I had like 10 HP left and a weakened azure drake. He had a pretty large board of the usual 3-5 mechs. I had about 3 legendaries in hand; any one would have helped. So I tossed out my Ancestror's Call, it pulled in my Thermoplugg (lol!) and brought in a Tinkertown tech for him. That was great because I included it in my lightning storm....which wiped his board and spawned a bunch of Leper Gnomes. Naturally, he flame striked me, taking like 10 dmg to the face and STILL leaving a 9/3 Thermoplugg. I crushed him.
3. The stories above are obviously great examples, but in the deck below, those kind of stories are COMMON. And Ancestral Call is a big part of it. But you must be patient. You must be willing to not use the card if it doesn’t look right. Sure, that’s a down side, but this card is powerful when used right.
FYI, the deck above is fairly simple in nature: aggressively mulligan for your early cards, esp. rockbiters, Anony-o-trons and loot Hoarders (you need the card pull, and they keep opponant busy).
After you survive early game, start managing your hand and making your opponant start using his resources. At some point, they won't be able to keep up with whatever combo you can conjur using the cheapened cards from Far Sight and Ancestral Call.
FYI BGH is a liability in this deck often, not sold on him. He is AMAZING to remove big boys brought up by Ancestral Call, but you see the problem here, right? In order to do that, he would need to be IN your hand when you use it, obviously being a possible card drawn, and that is BAD. The good part is that usually AC comes later, and his being able to remove early big boys (*cough druid*) before the use of AC is fabulous.
Against "reactive" decks (frost mage, control warrior, control priest), early Far Sight is usually not a set back at all.
Edit: I wanted to point out the usage of battlecry minions in this deck. I played a LOT with various minions, and the F.E. and Dr Boom are too powerful to not include in the deck. Ancestral Call is ONE card to use ONE minion. It wasn't worth it to remove those great minions just in case they are the ones that AC pulls. It has been worth it so far.
At this point, the card is on par with Far Sight, or even slightly worse. Its only good in a very specific niche deck... just like Kidnapper (and yes, I run Kidnapper in a deck). If you are on a budget and needing the dust, go ahead and dust it. Most likely you already have something in mind that you want to make and will use in a larger variety of deck types versus this.
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I recently received a Ancestor's Call should I dust this ? I feel as if it is like Kidnapper. Thanks in advance.
It's a card that you build around, and that deck is going to be expensive. It is also one that will misfire a lot. (ooo! I got a free Cairne!.... shit they got a free Ragnaros).
It's a deck that could be great for the lol's but if you don't have the cards for it and the gimmick deck doesn't interest you I would say there's a lot better uses for 100 dust out there.
I added two of them to a deck with Deathwing and Kel'Thuzad just to see if it gave me an advantage. Much to my surprise, the first time I played it, I managed to get Deathwing out on turn 4. In truth the freeze mage kept him at bay, but it took all her efforts to which let me build up a large army of other units in the meantime.
But yeah, having tried it and gotten it to work once for fun, I think that may be the end of that already...
The second time I played it, the priest Faceless Manipulator ed it, pumped it with a few shield, and I did not have enough damage or a Hex to remove it...
I love this card. Check out Kripp's use of it. And like someone mentioned, it's the kind of thing that will only find more uses as more cards are released. But yeah, you may just rather have the dust at this point.
I've seen it once. Got Ragnaros'd on turn 4 ... and I got a measly 2/1 out.
Build a deck with lots of initial removal via spells, and the rest 5+ minions.
Actually is kind of useless but it has a lot of potential for a combo deck in the future (like the Malygos OTK deck, but i think that with more expansions you can create one more consistent)
I don't think this card is as "lets roll the dice" type of card as everyone points out. It's more about cheating to get a creature that is a "win the game" type of card, that it doesn't matter what your opponent has dropped. For that case, you don't care if your opponent summons a ragnaros if you summon malygos and finish your opponent with spells on the same turn. Only malganis could save your opponent.
Or maybe you can just try it with Al'akir but that kinda requires you to have an earthshock in case opponent summons a taunt.
Of course I'm assuming you build a deck with very few minions and a lot of spells. Otherwise you can't summon the creature you want.
It is a good card. If such a deck is not really strong, then it's not because this particular card is bad. It's because the deck itself isn't that strong at the moment, or isn't suited for meta.
This is really well said. I have a deck with many huge late game minions (mostly legendary), plus two Far Sights. I almost never use this card as a roll the dice mechanism. No way. It is way more powerful than that. Sure, there is some random element, but you have a ton of control in slanting the odds in your favor. Here are a few of the ways I have used it to effect: (will post deck below)
1. I had an already-on-board 4/2 Azure Drake, and a flametongue totem and Al'Akir in hand, plus spells. I had a 3 mana Hex and a 0 mana Hex (from Far Sight). He dropped Alexestra the turn before, so that 8/8 was on board and brought my HP to 15. I dropped the flametongue to get it out of my hand, then the Ancestral call, bringing the Al Akir right next to the flametongue (5/5 winfury with shield). It brought in the warrior's Rag. I Hexed them both. Mana cost was 2+4+3+0. That's the power of both AC and Far Sight.
2. Against a mech mage, reached turn 7 and barely kept up. I have to admit it was not a great situation for me. I had like 10 HP left and a weakened azure drake. He had a pretty large board of the usual 3-5 mechs. I had about 3 legendaries in hand; any one would have helped. So I tossed out my Ancestror's Call, it pulled in my Thermoplugg (lol!) and brought in a Tinkertown tech for him. That was great because I included it in my lightning storm....which wiped his board and spawned a bunch of Leper Gnomes. Naturally, he flame striked me, taking like 10 dmg to the face and STILL leaving a 9/3 Thermoplugg. I crushed him.
3. The stories above are obviously great examples, but in the deck below, those kind of stories are COMMON. And Ancestral Call is a big part of it. But you must be patient. You must be willing to not use the card if it doesn’t look right. Sure, that’s a down side, but this card is powerful when used right.
FYI, the deck above is fairly simple in nature: aggressively mulligan for your early cards, esp. rockbiters, Anony-o-trons and loot Hoarders (you need the card pull, and they keep opponant busy).
After you survive early game, start managing your hand and making your opponant start using his resources. At some point, they won't be able to keep up with whatever combo you can conjur using the cheapened cards from Far Sight and Ancestral Call.
FYI BGH is a liability in this deck often, not sold on him. He is AMAZING to remove big boys brought up by Ancestral Call, but you see the problem here, right? In order to do that, he would need to be IN your hand when you use it, obviously being a possible card drawn, and that is BAD. The good part is that usually AC comes later, and his being able to remove early big boys (*cough druid*) before the use of AC is fabulous.
Against "reactive" decks (frost mage, control warrior, control priest), early Far Sight is usually not a set back at all.
Edit: I wanted to point out the usage of battlecry minions in this deck. I played a LOT with various minions, and the F.E. and Dr Boom are too powerful to not include in the deck. Ancestral Call is ONE card to use ONE minion. It wasn't worth it to remove those great minions just in case they are the ones that AC pulls. It has been worth it so far.
At this point, the card is on par with Far Sight, or even slightly worse. Its only good in a very specific niche deck... just like Kidnapper (and yes, I run Kidnapper in a deck). If you are on a budget and needing the dust, go ahead and dust it. Most likely you already have something in mind that you want to make and will use in a larger variety of deck types versus this.